ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
What about the oil catapults? So much discussion has focused on the meatbags and them being unpurgeable, but honestly the oil catas are the dark horse. They will be so incredibly strong with snare and -5k stam per hit that it won't matter if meatbags last for 60 seconds and are unpurgeable, people will quickly realize the best way to wipe players is pepper them with multiple oil catas and just laugh as they can stand there unable to break cc and die. Does it really matter if your incoming healing is reduced when your healers all have zero stam and can't cast any heals to begin with because they're cc'd and rendered useless?ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
PainfulFAFA wrote: »ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
Excellent.
Since purge won't remove the negative effects of siege, will rapid maneuvers work to removes things like snares?
Siege might be a little OP with un-purgeable snare. Need to test it first though.
Also, any new on forward camps?What about the oil catapults? So much discussion has focused on the meatbags and them being unpurgeable, but honestly the oil catas are the dark horse. They will be so incredibly strong with snare and -5k stam per hit that it won't matter if meatbags last for 60 seconds and are unpurgeable, people will quickly realize the best way to wipe players is pepper them with multiple oil catas and just laugh as they can stand there unable to break cc and die. Does it really matter if your incoming healing is reduced when your healers all have zero stam and can't cast any heals to begin with because they're cc'd and rendered useless?ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
If defenders are raining catapults on a single breach, guess what?
The old meta of zerging through won't work. Time to open up a second breach. Plenty of people in a full raid to take down a wall quickly (w/ improved siege damage).
People are running out of stam?
-don't stand on the red circles
-use pots
-throw some shards
-use synergies to get back resources (bone shield, orb, altar, etc)
However, maybe 5k Stamina Drain might be too much but I'd like to test it out on Live first, and then have ZOS fix it the week after if neccessary.
PainfulFAFA wrote: »ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
Excellent.
Since purge won't remove the negative effects of siege, will rapid maneuvers work to removes things like snares?
Siege might be a little OP with un-purgeable snare. Need to test it first though.
Also, any new on forward camps?What about the oil catapults? So much discussion has focused on the meatbags and them being unpurgeable, but honestly the oil catas are the dark horse. They will be so incredibly strong with snare and -5k stam per hit that it won't matter if meatbags last for 60 seconds and are unpurgeable, people will quickly realize the best way to wipe players is pepper them with multiple oil catas and just laugh as they can stand there unable to break cc and die. Does it really matter if your incoming healing is reduced when your healers all have zero stam and can't cast any heals to begin with because they're cc'd and rendered useless?ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
If defenders are raining catapults on a single breach, guess what?
The old meta of zerging through won't work. Time to open up a second breach. Plenty of people in a full raid to take down a wall quickly (w/ improved siege damage).
People are running out of stam?
-don't stand on the red circles
-use pots
-throw some shards
-use synergies to get back resources (bone shield, orb, altar, etc)
However, maybe 5k Stamina Drain might be too much but I'd like to test it out on Live first, and then have ZOS fix it the week after if neccessary.
ZOS rarely fixes things the week later, so we'll be stuck with anything that's broken for a while most likely. A single catapult fires pretty quickly, multiple catapults make it near impossible to not get hit at all, but using your pot with a long cooldown is supposed to be sufficient given what I just said, right. We could always use synergies and get back <5% of your 10-15k stamina pool as anything other than a stam build, that'll work, oh wait, you just got feared and don't have enough stamina to cc break and even use your pot - oh well.
And then you could always open up a second breach, except unless you're trying to take the inner, in which case you only have 3 possibilities, all far from eachother. Once you have the inner down, you could always not stand in red circles, but oh, you want to actually get a group inside a confined space and the armchair pvpers are telling you to spread out in a place where you can't actually spread out? What's that you're murmuring about? You want to take the flags? Well you aren't supposed to stand in the red circles silly, so you're just going to have to go take a dead keep instead, clearly.
The only broken changes were oil catas and meatbags. Meatbags at least can be somewhat dealt with pending the revise changes. Oil catas will end up being an utter cluster eff for all parties involved. 5k per hit with no cooldown is insane - I can't believe it was even proposed.
PainfulFAFA wrote: »PainfulFAFA wrote: »ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
Excellent.
Since purge won't remove the negative effects of siege, will rapid maneuvers work to removes things like snares?
Siege might be a little OP with un-purgeable snare. Need to test it first though.
Also, any new on forward camps?What about the oil catapults? So much discussion has focused on the meatbags and them being unpurgeable, but honestly the oil catas are the dark horse. They will be so incredibly strong with snare and -5k stam per hit that it won't matter if meatbags last for 60 seconds and are unpurgeable, people will quickly realize the best way to wipe players is pepper them with multiple oil catas and just laugh as they can stand there unable to break cc and die. Does it really matter if your incoming healing is reduced when your healers all have zero stam and can't cast any heals to begin with because they're cc'd and rendered useless?ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
If defenders are raining catapults on a single breach, guess what?
The old meta of zerging through won't work. Time to open up a second breach. Plenty of people in a full raid to take down a wall quickly (w/ improved siege damage).
People are running out of stam?
-don't stand on the red circles
-use pots
-throw some shards
-use synergies to get back resources (bone shield, orb, altar, etc)
However, maybe 5k Stamina Drain might be too much but I'd like to test it out on Live first, and then have ZOS fix it the week after if neccessary.
ZOS rarely fixes things the week later, so we'll be stuck with anything that's broken for a while most likely. A single catapult fires pretty quickly, multiple catapults make it near impossible to not get hit at all, but using your pot with a long cooldown is supposed to be sufficient given what I just said, right. We could always use synergies and get back <5% of your 10-15k stamina pool as anything other than a stam build, that'll work, oh wait, you just got feared and don't have enough stamina to cc break and even use your pot - oh well.
And then you could always open up a second breach, except unless you're trying to take the inner, in which case you only have 3 possibilities, all far from eachother. Once you have the inner down, you could always not stand in red circles, but oh, you want to actually get a group inside a confined space and the armchair pvpers are telling you to spread out in a place where you can't actually spread out? What's that you're murmuring about? You want to take the flags? Well you aren't supposed to stand in the red circles silly, so you're just going to have to go take a dead keep instead, clearly.
The only broken changes were oil catas and meatbags. Meatbags at least can be somewhat dealt with pending the revise changes. Oil catas will end up being an utter cluster eff for all parties involved. 5k per hit with no cooldown is insane - I can't believe it was even proposed.
Damn dude are you going to QQ for everything?
Not all fights are going to be wins when you're in a zerg in the next meta....
Welcome to the world of skill where you're not always going to be immune to everything with 1 button... including a fear.
Second paragraph is just silly...
Once again if the inner wall breach is being rained down, dispatch your group to take down the other inner or the front door.
Your full raid is enough people to take out immobile siege operators.
Maneuver your way up the stairs, and around, maybe drop some oils on the flags. Plenty of ways to move a zerg inside the inner. Zerg stacking on a flag won't work anymore against a well defended keep and good riddance. You might have to zerg those siege operators since you're so scared of them.
This is what happens when players get used to the current zerg meta of stacking, purging, spamming 1 button, etc.
PainfulFAFA wrote: »PainfulFAFA wrote: »ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
Excellent.
Since purge won't remove the negative effects of siege, will rapid maneuvers work to removes things like snares?
Siege might be a little OP with un-purgeable snare. Need to test it first though.
Also, any new on forward camps?What about the oil catapults? So much discussion has focused on the meatbags and them being unpurgeable, but honestly the oil catas are the dark horse. They will be so incredibly strong with snare and -5k stam per hit that it won't matter if meatbags last for 60 seconds and are unpurgeable, people will quickly realize the best way to wipe players is pepper them with multiple oil catas and just laugh as they can stand there unable to break cc and die. Does it really matter if your incoming healing is reduced when your healers all have zero stam and can't cast any heals to begin with because they're cc'd and rendered useless?ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
If defenders are raining catapults on a single breach, guess what?
The old meta of zerging through won't work. Time to open up a second breach. Plenty of people in a full raid to take down a wall quickly (w/ improved siege damage).
People are running out of stam?
-don't stand on the red circles
-use pots
-throw some shards
-use synergies to get back resources (bone shield, orb, altar, etc)
However, maybe 5k Stamina Drain might be too much but I'd like to test it out on Live first, and then have ZOS fix it the week after if neccessary.
ZOS rarely fixes things the week later, so we'll be stuck with anything that's broken for a while most likely. A single catapult fires pretty quickly, multiple catapults make it near impossible to not get hit at all, but using your pot with a long cooldown is supposed to be sufficient given what I just said, right. We could always use synergies and get back <5% of your 10-15k stamina pool as anything other than a stam build, that'll work, oh wait, you just got feared and don't have enough stamina to cc break and even use your pot - oh well.
And then you could always open up a second breach, except unless you're trying to take the inner, in which case you only have 3 possibilities, all far from eachother. Once you have the inner down, you could always not stand in red circles, but oh, you want to actually get a group inside a confined space and the armchair pvpers are telling you to spread out in a place where you can't actually spread out? What's that you're murmuring about? You want to take the flags? Well you aren't supposed to stand in the red circles silly, so you're just going to have to go take a dead keep instead, clearly.
The only broken changes were oil catas and meatbags. Meatbags at least can be somewhat dealt with pending the revise changes. Oil catas will end up being an utter cluster eff for all parties involved. 5k per hit with no cooldown is insane - I can't believe it was even proposed.
Damn dude are you going to QQ for everything?
Not all fights are going to be wins when you're in a zerg in the next meta....
Welcome to the world of skill where you're not always going to be immune to everything with 1 button... including a fear.
Second paragraph is just silly...
Once again if the inner wall breach is being rained down, dispatch your group to take down the other inner or the front door.
Your full raid is enough people to take out immobile siege operators.
Maneuver your way up the stairs, and around, maybe drop some oils on the flags. Plenty of ways to move a zerg inside the inner. Zerg stacking on a flag won't work anymore against a well defended keep and good riddance. You might have to zerg those siege operators since you're so scared of them.
This is what happens when players get used to the current zerg meta of stacking, purging, spamming 1 button, etc.
I just can't anymore.
The sheer ignorance about how a group works, how sieges work, how freaking basic things like AOE caps, damage and choke points work is simply staggering. I'm done explaining to people who don't actually care and have no interest in learning.
@ZOS_BrianWheeler As a long-time PvPer, who's done pretty much every kind of PvP in this game, I'd request these changes be introduced slowly. See what effects you get. Things like capped barriers and purges alone have HUGE impact on organized groups, much less things like removed AoE caps, dynamic ulti, etc--and that's not even getting into these siege changes that take advantage of and exploit the newly-created weaknesses. Taking all the changes you want to make and just dumping them in at once seems like a poor strategy to me, and currently looks like HUGE overkill without much problem solving added in as a side effect.
Can we maybe throw a pinch of salt in the stew before we just up and dump a whole cup in just because it's not salty enough? Just adding all this in as you've described seems like a disaster to me, and overkilling on changes again is going to be yet another huge hit to a game that simply cannot take many more big hits
What about the oil catapults? So much discussion has focused on the meatbags and them being unpurgeable, but honestly the oil catas are the dark horse. They will be so incredibly strong with snare and -5k stam per hit that it won't matter if meatbags last for 60 seconds and are unpurgeable, people will quickly realize the best way to wipe players is pepper them with multiple oil catas and just laugh as they can stand there unable to break cc and die. Does it really matter if your incoming healing is reduced when your healers all have zero stam and can't cast any heals to begin with because they're cc'd and rendered useless?
I just can't anymore.
The sheer ignorance about how a group works, how sieges work, how freaking basic things like AOE caps, damage and choke points work is simply staggering. I'm done explaining to people who don't actually care and have no interest in learning.(
PainfulFAFA wrote: »PainfulFAFA wrote: »ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
Excellent.
Since purge won't remove the negative effects of siege, will rapid maneuvers work to removes things like snares?
Siege might be a little OP with un-purgeable snare. Need to test it first though.
Also, any new on forward camps?What about the oil catapults? So much discussion has focused on the meatbags and them being unpurgeable, but honestly the oil catas are the dark horse. They will be so incredibly strong with snare and -5k stam per hit that it won't matter if meatbags last for 60 seconds and are unpurgeable, people will quickly realize the best way to wipe players is pepper them with multiple oil catas and just laugh as they can stand there unable to break cc and die. Does it really matter if your incoming healing is reduced when your healers all have zero stam and can't cast any heals to begin with because they're cc'd and rendered useless?ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
If defenders are raining catapults on a single breach, guess what?
The old meta of zerging through won't work. Time to open up a second breach. Plenty of people in a full raid to take down a wall quickly (w/ improved siege damage).
People are running out of stam?
-don't stand on the red circles
-use pots
-throw some shards
-use synergies to get back resources (bone shield, orb, altar, etc)
However, maybe 5k Stamina Drain might be too much but I'd like to test it out on Live first, and then have ZOS fix it the week after if neccessary.
ZOS rarely fixes things the week later, so we'll be stuck with anything that's broken for a while most likely. A single catapult fires pretty quickly, multiple catapults make it near impossible to not get hit at all, but using your pot with a long cooldown is supposed to be sufficient given what I just said, right. We could always use synergies and get back <5% of your 10-15k stamina pool as anything other than a stam build, that'll work, oh wait, you just got feared and don't have enough stamina to cc break and even use your pot - oh well.
And then you could always open up a second breach, except unless you're trying to take the inner, in which case you only have 3 possibilities, all far from eachother. Once you have the inner down, you could always not stand in red circles, but oh, you want to actually get a group inside a confined space and the armchair pvpers are telling you to spread out in a place where you can't actually spread out? What's that you're murmuring about? You want to take the flags? Well you aren't supposed to stand in the red circles silly, so you're just going to have to go take a dead keep instead, clearly.
The only broken changes were oil catas and meatbags. Meatbags at least can be somewhat dealt with pending the revise changes. Oil catas will end up being an utter cluster eff for all parties involved. 5k per hit with no cooldown is insane - I can't believe it was even proposed.
Damn dude are you going to QQ for everything?
Not all fights are going to be wins when you're in a zerg in the next meta....
Welcome to the world of skill where you're not always going to be immune to everything with 1 button... including a fear.
Second paragraph is just silly...
Once again if the inner wall breach is being rained down, dispatch your group to take down the other inner or the front door.
Your full raid is enough people to take out immobile siege operators.
Maneuver your way up the stairs, and around, maybe drop some oils on the flags. Plenty of ways to move a zerg inside the inner. Zerg stacking on a flag won't work anymore against a well defended keep and good riddance. You might have to zerg those siege operators since you're so scared of them.
This is what happens when players get used to the current zerg meta of stacking, purging, spamming 1 button, etc.
I just can't anymore.
The sheer ignorance about how a group works, how sieges work, how freaking basic things like AOE caps, damage and choke points work is simply staggering. I'm done explaining to people who don't actually care and have no interest in learning.
@ZOS_BrianWheeler As a long-time PvPer, who's done pretty much every kind of PvP in this game, I'd request these changes be introduced slowly. See what effects you get. Things like capped barriers and purges alone have HUGE impact on organized groups, much less things like removed AoE caps, dynamic ulti, etc--and that's not even getting into these siege changes that take advantage of and exploit the newly-created weaknesses. Taking all the changes you want to make and just dumping them in at once seems like a poor strategy to me, and currently looks like HUGE overkill without much problem solving added in as a side effect.
Can we maybe throw a pinch of salt in the stew before we just up and dump a whole cup in just because it's not salty enough? Just adding all this in as you've described seems like a disaster to me, and overkilling on changes again is going to be yet another huge hit to a game that simply cannot take many more big hits
driosketch wrote: »@DarlgonCatching up on this thread.. in case no one answered you in the 24ish pages...driosketch wrote: »Okay someone explain to me how non purgable meat bags favors numbers? Often I have found myself dending keeps against a larger seige group and watching as they shrug off my counter siege. I've also been on the reverse, droping purifying ritual and a breath between reloads. As a defender, with less room to place seige, this is better. (And before anyone says it, it is a bit easier to hit players on the ground below than up on the wall.) A small group could also decimate a zergball rushing through a breach with this change.
I guess a large number of spread out players could slaughter a group of players stacked in a train spamming AoE. But that would require smarter play on the former's part, so I don't have an issue with that.
For a 3-5 player gank group vs. a dozen or fewer, the seige is too slow to be an issue.
Bottom line, this doesn't hurt small groups, it hurts the balls.
@driosketch
If you think 3-5 as a small group.. you must have not played in Cyro since Beta. It is indeed a gank squad, useful to take out stragglers then to either Streak away to infinity or be crushed by the group when they come back to rez the dead.
Picture 12 defenders, at BRK, when Arrius gets 20 seige and flags. They arrive from their ride, and 36 attackers have already setup inside the keep. AS THEY try to cross the courtyard, which has already been cleared of guards, they get hit with
Meatbag. six of them for 4420, the other six for 2210.. and all of them have an unpurgable debuff to healing.
Next, a oil catapult, six for 3400 ... and the rest for 1700, plus, taking 5000 stamina from ALL.
Healing springs, is cast, but already debuffed to hit only six of them at half power, heals six for 1200, and the rest for nothing.
Next a fire treb, six for 13260 and all of them for three ticks of 6600. IF unpurgable, they ALL get hit for 19820.
Thats.. all of them hit with 22730 dmg. If they got unlucky on all three, they were hit for 40900.
How many do you think made it more than three hits?
Now.. turn that around.. 24 players at BRK, when Arrius flags with 20 seige. When they arrive at BRK, they find most of the 12 attackers are using two Stone trebs. As such, say they actually breached the outer... without man power to put three seige on the doors, they are all on the inner.
The 24 man, runs inside, unchallenged,
THEY set up a Meatbag, Oil Cat and Fire treb...
See where this would end up?
But, for arguments sake, lets say the 12 attackers did indeed set up Meatbag, Oil Cat and Fire Treb on courtyard and had it manned,, slowing down the keep take.
Meatbag. six of them for 4420, the other 18 for 2210.. and all of them have an unpurgable debuff to healing.
Next, a oil catapult, six for 3400 ... and the rest for 1700, plus, taking 5000 stamina from ALL.
Healing springs, is cast, but already debuffed to hit only six of them at half power, heals six for 1200, and the rest for nothing.
Next a fire treb, six for 13260 and all of them for three ticks of 6600. IF unpurgable, they ALL get hit for 19820.
Thats.. all of them hit with 22730 dmg. If they got unlucky on all three, they were hit for 40900. Except, the chances of them being the unlucky three decreases, because they are a group of 24, instead of 12.
How does this change benefit smaller groups again?
And you must not play objectives in Cyrodiil very much if you think that's how these keep scenarios would play out. We are talking about the most key and arguably the most defensible keep in EP home territory. It's defense would not come down to 12 players, let alone 12 out of BRK. Personally, I've only known 12 man groups to PvDoor a keep or to defend an outpost or resource tower. I've seen a group of 20 do what you describe. But for the sake of argument, let's say a 12 man team rides in to save Arrius.
Arrius faces north, and the LM side is a narrow strip. So 20 seige is likely on the mine side, though which resorce/s are flipped would be a big clue where they are. This means the 12 man group is either entering the opposite side from seige, or through the breach behind the siege line. Now if the attackers are caught unaware, the group could make a direct run for the front door. Otherwise they could also swing wide to the north around to the other side while kiting a few attackers, or run behind the siege line along the wall, loop the tower and enter the upper deck door.
It's unlikely even a 36 group would be sitting on three none wall damage siege aimed at the exact path the small group would take. Let alone hit everyone dead center every time unless they were all mindlessly stacked on the crown. Also, healing springs? Are they staying in the circle for all the heal ticks too, is that how they get hit three times in a row? Probably everyone is also running an identical PBAoE build, but maybe swap a temp healer into a slot. Even one could heal through the meatbag damage and debuff. A potion could compensate for the oil drain, and flame DoT is still purgable. Once inside, assuming they took the smart way in, they can now set up siege themselves to defend against the bigger group.
The second scenario features a small group already working against a defensible position, also out numbered, and against what are described as a capable group. Small group would probably wipe today under those three disadvantages even without the siege change or even if caps were removed. Frankly, unless battle spirit was changed to double your stats when fighting double your number, or the large group didn't know how to fight, I don't see any reason the small group should win here.
To be honest, after reading the last couple pages and hearing the opinion of people who are against the changes (which most of us, small/medium scale players are but don't take the same approach), all I can read in their paragraphs are direct consequences of the actual siege changes. All into details, what will happen if my ballgroup gets stucked in this and get stucked in that, and then I'm going to die.
But in the end, there is absolutely no constructive suggestions being made by those ballgroups. Some of them even go ahead and say that they could play with sieges totally removed from the games. Or they threaten Zenimax saying that if these changes get live, they're done with the game.
You're done? So be it! Good ridden. Less lag.
To be honest, after reading the last couple pages and hearing the opinion of people who are against the changes (which most of us, small/medium scale players are but don't take the same approach), all I can read in their paragraphs are direct consequences of the actual siege changes. All into details, what will happen if my ballgroup gets stucked in this and get stucked in that, and then I'm going to die.
But in the end, there is absolutely no constructive suggestions being made by those ballgroups. Some of them even go ahead and say that they could play with sieges totally removed from the games. Or they threaten Zenimax saying that if these changes get live, they're done with the game.
You're done? So be it! Good ridden. Less lag.
PainfulFAFA wrote: »PainfulFAFA wrote: »ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
Excellent.
Since purge won't remove the negative effects of siege, will rapid maneuvers work to removes things like snares?
Siege might be a little OP with un-purgeable snare. Need to test it first though.
Also, any new on forward camps?What about the oil catapults? So much discussion has focused on the meatbags and them being unpurgeable, but honestly the oil catas are the dark horse. They will be so incredibly strong with snare and -5k stam per hit that it won't matter if meatbags last for 60 seconds and are unpurgeable, people will quickly realize the best way to wipe players is pepper them with multiple oil catas and just laugh as they can stand there unable to break cc and die. Does it really matter if your incoming healing is reduced when your healers all have zero stam and can't cast any heals to begin with because they're cc'd and rendered useless?ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
If defenders are raining catapults on a single breach, guess what?
The old meta of zerging through won't work. Time to open up a second breach. Plenty of people in a full raid to take down a wall quickly (w/ improved siege damage).
People are running out of stam?
-don't stand on the red circles
-use pots
-throw some shards
-use synergies to get back resources (bone shield, orb, altar, etc)
However, maybe 5k Stamina Drain might be too much but I'd like to test it out on Live first, and then have ZOS fix it the week after if neccessary.
ZOS rarely fixes things the week later, so we'll be stuck with anything that's broken for a while most likely. A single catapult fires pretty quickly, multiple catapults make it near impossible to not get hit at all, but using your pot with a long cooldown is supposed to be sufficient given what I just said, right. We could always use synergies and get back <5% of your 10-15k stamina pool as anything other than a stam build, that'll work, oh wait, you just got feared and don't have enough stamina to cc break and even use your pot - oh well.
And then you could always open up a second breach, except unless you're trying to take the inner, in which case you only have 3 possibilities, all far from eachother. Once you have the inner down, you could always not stand in red circles, but oh, you want to actually get a group inside a confined space and the armchair pvpers are telling you to spread out in a place where you can't actually spread out? What's that you're murmuring about? You want to take the flags? Well you aren't supposed to stand in the red circles silly, so you're just going to have to go take a dead keep instead, clearly.
The only broken changes were oil catas and meatbags. Meatbags at least can be somewhat dealt with pending the revise changes. Oil catas will end up being an utter cluster eff for all parties involved. 5k per hit with no cooldown is insane - I can't believe it was even proposed.
Damn dude are you going to QQ for everything?
Not all fights are going to be wins when you're in a zerg in the next meta....
Welcome to the world of skill where you're not always going to be immune to everything with 1 button... including a fear.
Second paragraph is just silly...
Once again if the inner wall breach is being rained down, dispatch your group to take down the other inner or the front door.
Your full raid is enough people to take out immobile siege operators.
Maneuver your way up the stairs, and around, maybe drop some oils on the flags. Plenty of ways to move a zerg inside the inner. Zerg stacking on a flag won't work anymore against a well defended keep and good riddance. You might have to zerg those siege operators since you're so scared of them.
This is what happens when players get used to the current zerg meta of stacking, purging, spamming 1 button, etc.
I just can't anymore.
The sheer ignorance about how a group works, how sieges work, how freaking basic things like AOE caps, damage and choke points work is simply staggering. I'm done explaining to people who don't actually care and have no interest in learning.
@ZOS_BrianWheeler As a long-time PvPer, who's done pretty much every kind of PvP in this game, I'd request these changes be introduced slowly. See what effects you get. Things like capped barriers and purges alone have HUGE impact on organized groups, much less things like removed AoE caps, dynamic ulti, etc--and that's not even getting into these siege changes that take advantage of and exploit the newly-created weaknesses. Taking all the changes you want to make and just dumping them in at once seems like a poor strategy to me, and currently looks like HUGE overkill without much problem solving added in as a side effect.
Can we maybe throw a pinch of salt in the stew before we just up and dump a whole cup in just because it's not salty enough? Just adding all this in as you've described seems like a disaster to me, and overkilling on changes again is going to be yet another huge hit to a game that simply cannot take many more big hits
To be honest, after reading the last couple pages and hearing the opinion of people who are against the changes (which most of us, small/medium scale players are but don't take the same approach), all I can read in their paragraphs are direct consequences of the actual siege changes. All into details, what will happen if my ballgroup gets stucked in this and get stucked in that, and then I'm going to die.
But in the end, there is absolutely no constructive suggestions being made by those ballgroups. Some of them even go ahead and say that they could play with sieges totally removed from the games. Or they threaten Zenimax saying that if these changes get live, they're done with the game.
You're done? So be it! Good ridden. Less lag.
That seems to sum it up; certain guilds it seems are upset that 24 man raid stacked on top of each other will no longer be all powerful anymore; they haven't developed the skill to actually learn how to spread when being attacked because game mechanics gave them a pass. Now they're upset they may actually have to learn how to properly pvp in a game for once and avoid things like dangerous aoe. I know.. It's stressfully you've never had to learn how to do it.. But I'm sure they'll manage.
To be honest, after reading the last couple pages and hearing the opinion of people who are against the changes (which most of us, small/medium scale players are but don't take the same approach), all I can read in their paragraphs are direct consequences of the actual siege changes. All into details, what will happen if my ballgroup gets stucked in this and get stucked in that, and then I'm going to die.
But in the end, there is absolutely no constructive suggestions being made by those ballgroups. Some of them even go ahead and say that they could play with sieges totally removed from the games. Or they threaten Zenimax saying that if these changes get live, they're done with the game.
You're done? So be it! Good ridden. Less lag.
To be honest, after reading the last couple pages and hearing the opinion of people who are against the changes (which most of us, small/medium scale players are but don't take the same approach), all I can read in their paragraphs are direct consequences of the actual siege changes. All into details, what will happen if my ballgroup gets stucked in this and get stucked in that, and then I'm going to die.
But in the end, there is absolutely no constructive suggestions being made by those ballgroups. Some of them even go ahead and say that they could play with sieges totally removed from the games. Or they threaten Zenimax saying that if these changes get live, they're done with the game.
You're done? So be it! Good ridden. Less lag.
That seems to sum it up; certain guilds it seems are upset that 24 man raid stacked on top of each other will no longer be all powerful anymore; they haven't developed the skill to actually learn how to spread when being attacked because game mechanics gave them a pass. Now they're upset they may actually have to learn how to properly pvp in a game for once and avoid things like dangerous aoe. I know.. It's stressfully you've never had to learn how to do it.. But I'm sure they'll manage.
No, none of us have been playing small man for at least a year with dozens of videos as proof... we're all just baddie zergers who can't think! You paint people who play in groups like mine as mindless, poor players because it suits your narrative and you get to discard everything we say. Like I said, toxic. But none of it is true, which makes it all the worse.
To be honest, after reading the last couple pages and hearing the opinion of people who are against the changes (which most of us, small/medium scale players are but don't take the same approach), all I can read in their paragraphs are direct consequences of the actual siege changes. All into details, what will happen if my ballgroup gets stucked in this and get stucked in that, and then I'm going to die.
But in the end, there is absolutely no constructive suggestions being made by those ballgroups. Some of them even go ahead and say that they could play with sieges totally removed from the games. Or they threaten Zenimax saying that if these changes get live, they're done with the game.
You're done? So be it! Good ridden. Less lag.
That seems to sum it up; certain guilds it seems are upset that 24 man raid stacked on top of each other will no longer be all powerful anymore; they haven't developed the skill to actually learn how to spread when being attacked because game mechanics gave them a pass. Now they're upset they may actually have to learn how to properly pvp in a game for once and avoid things like dangerous aoe. I know.. It's stressfully you've never had to learn how to do it.. But I'm sure they'll manage.
No, none of us have been playing small man for at least a year with dozens of videos as proof... we're all just baddie zergers who can't think! You paint people who play in groups like mine as mindless, poor players because it suits your narrative and you get to discard everything we say. Like I said, toxic. But none of it is true, which makes it all the worse.
Your inability to avoid the big red circle under your feet says all it does about the narrative.
Teargrants wrote: »To be honest, after reading the last couple pages and hearing the opinion of people who are against the changes (which most of us, small/medium scale players are but don't take the same approach), all I can read in their paragraphs are direct consequences of the actual siege changes. All into details, what will happen if my ballgroup gets stucked in this and get stucked in that, and then I'm going to die.
But in the end, there is absolutely no constructive suggestions being made by those ballgroups. Some of them even go ahead and say that they could play with sieges totally removed from the games. Or they threaten Zenimax saying that if these changes get live, they're done with the game.
You're done? So be it! Good ridden. Less lag.PainfulFAFA wrote: »PainfulFAFA wrote: »ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
Excellent.
Since purge won't remove the negative effects of siege, will rapid maneuvers work to removes things like snares?
Siege might be a little OP with un-purgeable snare. Need to test it first though.
Also, any new on forward camps?What about the oil catapults? So much discussion has focused on the meatbags and them being unpurgeable, but honestly the oil catas are the dark horse. They will be so incredibly strong with snare and -5k stam per hit that it won't matter if meatbags last for 60 seconds and are unpurgeable, people will quickly realize the best way to wipe players is pepper them with multiple oil catas and just laugh as they can stand there unable to break cc and die. Does it really matter if your incoming healing is reduced when your healers all have zero stam and can't cast any heals to begin with because they're cc'd and rendered useless?ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
If defenders are raining catapults on a single breach, guess what?
The old meta of zerging through won't work. Time to open up a second breach. Plenty of people in a full raid to take down a wall quickly (w/ improved siege damage).
People are running out of stam?
-don't stand on the red circles
-use pots
-throw some shards
-use synergies to get back resources (bone shield, orb, altar, etc)
However, maybe 5k Stamina Drain might be too much but I'd like to test it out on Live first, and then have ZOS fix it the week after if neccessary.
ZOS rarely fixes things the week later, so we'll be stuck with anything that's broken for a while most likely. A single catapult fires pretty quickly, multiple catapults make it near impossible to not get hit at all, but using your pot with a long cooldown is supposed to be sufficient given what I just said, right. We could always use synergies and get back <5% of your 10-15k stamina pool as anything other than a stam build, that'll work, oh wait, you just got feared and don't have enough stamina to cc break and even use your pot - oh well.
And then you could always open up a second breach, except unless you're trying to take the inner, in which case you only have 3 possibilities, all far from eachother. Once you have the inner down, you could always not stand in red circles, but oh, you want to actually get a group inside a confined space and the armchair pvpers are telling you to spread out in a place where you can't actually spread out? What's that you're murmuring about? You want to take the flags? Well you aren't supposed to stand in the red circles silly, so you're just going to have to go take a dead keep instead, clearly.
The only broken changes were oil catas and meatbags. Meatbags at least can be somewhat dealt with pending the revise changes. Oil catas will end up being an utter cluster eff for all parties involved. 5k per hit with no cooldown is insane - I can't believe it was even proposed.
Damn dude are you going to QQ for everything?
Not all fights are going to be wins when you're in a zerg in the next meta....
Welcome to the world of skill where you're not always going to be immune to everything with 1 button... including a fear.
Second paragraph is just silly...
Once again if the inner wall breach is being rained down, dispatch your group to take down the other inner or the front door.
Your full raid is enough people to take out immobile siege operators.
Maneuver your way up the stairs, and around, maybe drop some oils on the flags. Plenty of ways to move a zerg inside the inner. Zerg stacking on a flag won't work anymore against a well defended keep and good riddance. You might have to zerg those siege operators since you're so scared of them.
This is what happens when players get used to the current zerg meta of stacking, purging, spamming 1 button, etc.
I just can't anymore.
The sheer ignorance about how a group works, how sieges work, how freaking basic things like AOE caps, damage and choke points work is simply staggering. I'm done explaining to people who don't actually care and have no interest in learning.
@ZOS_BrianWheeler As a long-time PvPer, who's done pretty much every kind of PvP in this game, I'd request these changes be introduced slowly. See what effects you get. Things like capped barriers and purges alone have HUGE impact on organized groups, much less things like removed AoE caps, dynamic ulti, etc--and that's not even getting into these siege changes that take advantage of and exploit the newly-created weaknesses. Taking all the changes you want to make and just dumping them in at once seems like a poor strategy to me, and currently looks like HUGE overkill without much problem solving added in as a side effect.
Can we maybe throw a pinch of salt in the stew before we just up and dump a whole cup in just because it's not salty enough? Just adding all this in as you've described seems like a disaster to me, and overkilling on changes again is going to be yet another huge hit to a game that simply cannot take many more big hits
To be honest, after reading the last couple pages and hearing the opinion of people who are against the changes (which most of us, small/medium scale players are but don't take the same approach), all I can read in their paragraphs are direct consequences of the actual siege changes. All into details, what will happen if my ballgroup gets stucked in this and get stucked in that, and then I'm going to die.
But in the end, there is absolutely no constructive suggestions being made by those ballgroups. Some of them even go ahead and say that they could play with sieges totally removed from the games. Or they threaten Zenimax saying that if these changes get live, they're done with the game.
You're done? So be it! Good ridden. Less lag.
That seems to sum it up; certain guilds it seems are upset that 24 man raid stacked on top of each other will no longer be all powerful anymore; they haven't developed the skill to actually learn how to spread when being attacked because game mechanics gave them a pass. Now they're upset they may actually have to learn how to properly pvp in a game for once and avoid things like dangerous aoe. I know.. It's stressfully you've never had to learn how to do it.. But I'm sure they'll manage.
No, none of us have been playing small man for at least a year with dozens of videos as proof... we're all just baddie zergers who can't think! You paint people who play in groups like mine as mindless, poor players because it suits your narrative and you get to discard everything we say. Like I said, toxic. But none of it is true, which makes it all the worse.
Your inability to avoid the big red circle under your feet says all it does about the narrative.
I've explained multiple times how pushing objectives essentially forces you to stand on flags, push chokes, gain and hold territory. It's something people who actually play group combat know, and you dismiss it out of hand despite by your own admission never even playing group combat! At all!
Mate, I'll invite ya. Come play with us for a night. We will push a Haxus emp keep or something. I'll find us a hoard of yellows at Roebeck or Ash. You can play and se for yourself how it is, and if you still disagree this strongly I'll make like Frozn and just let it go lol
PainfulFAFA wrote: »To be honest, after reading the last couple pages and hearing the opinion of people who are against the changes (which most of us, small/medium scale players are but don't take the same approach), all I can read in their paragraphs are direct consequences of the actual siege changes. All into details, what will happen if my ballgroup gets stucked in this and get stucked in that, and then I'm going to die.
But in the end, there is absolutely no constructive suggestions being made by those ballgroups. Some of them even go ahead and say that they could play with sieges totally removed from the games. Or they threaten Zenimax saying that if these changes get live, they're done with the game.
You're done? So be it! Good ridden. Less lag.
That seems to sum it up; certain guilds it seems are upset that 24 man raid stacked on top of each other will no longer be all powerful anymore; they haven't developed the skill to actually learn how to spread when being attacked because game mechanics gave them a pass. Now they're upset they may actually have to learn how to properly pvp in a game for once and avoid things like dangerous aoe. I know.. It's stressfully you've never had to learn how to do it.. But I'm sure they'll manage.
No, none of us have been playing small man for at least a year with dozens of videos as proof... we're all just baddie zergers who can't think! You paint people who play in groups like mine as mindless, poor players because it suits your narrative and you get to discard everything we say. Like I said, toxic. But none of it is true, which makes it all the worse.
Your inability to avoid the big red circle under your feet says all it does about the narrative.
I've explained multiple times how pushing objectives essentially forces you to stand on flags, push chokes, gain and hold territory. It's something people who actually play group combat know, and you dismiss it out of hand despite by your own admission never even playing group combat! At all!
Mate, I'll invite ya. Come play with us for a night. We will push a Haxus emp keep or something. I'll find us a hoard of yellows at Roebeck or Ash. You can play and se for yourself how it is, and if you still disagree this strongly I'll make like Frozn and just let it go lol
Nobody is arguing how objectives are pushed. We have all played in groups, we get it.
However, the current meta (since 1.6) has made it easy for blobs to take objectives.
So easy all you need is a 16+ raid with barrier, purges, rapids, 1 spammable AOE, proxi dets, and a head calling out directions. Simple as that. Nothing can stop that. Only an equally large or larger zerg can counter that....
The new meta will change that. Raid nights for those guilds will require more than just what i stated above...
1 breach might not be enough for a raid to blob through a well defended keep and blobs are going nuts about that.
Can't zerg through a breach because its well defended with siege?
Swiss cheese the damn place and then we'll see how long they can last inside.
Frozn, you not liking my suggestions does not make them invalid. I think introducing one major change at a time, instead of dumping them all in a big patch and calling it quits for 6 month is a really good suggestion, Maybe we end up with 3/4 of the changes, putting some weights on my play style instead of chaining to cinder blocks and pushing us off the pier.
That's feedback. Me detailing how and why some changes look like disasters in eating? Also feedback.
Frozn, you not liking my suggestions does not make them invalid. I think introducing one major change at a time, instead of dumping them all in a big patch and calling it quits for 6 month is a really good suggestion, Maybe we end up with 3/4 of the changes, putting some weights on my play style instead of chaining to cinder blocks and pushing us off the pier.
That's feedback. Me detailing how and why some changes look like disasters in eating? Also feedback.
You didn't understand my point. I also agree that we should take our time before deploying too many changes. I agree with you on this point, do you understand? What I'm saying is that I would like to hear solutions regarding the changes proposed. You know, theorycrafting.. Numbers.. Mechanics.. Strategies about meatbags (healing debuffs), oil catapults (snares + stamina dmg), lightning balistas (snares + magicka dmg), how to remove negative effects, how to manage snare immunity, etc. Those are straight basics coming from the present changes to work on.
PainfulFAFA wrote: »To be honest, after reading the last couple pages and hearing the opinion of people who are against the changes (which most of us, small/medium scale players are but don't take the same approach), all I can read in their paragraphs are direct consequences of the actual siege changes. All into details, what will happen if my ballgroup gets stucked in this and get stucked in that, and then I'm going to die.
But in the end, there is absolutely no constructive suggestions being made by those ballgroups. Some of them even go ahead and say that they could play with sieges totally removed from the games. Or they threaten Zenimax saying that if these changes get live, they're done with the game.
You're done? So be it! Good ridden. Less lag.
That seems to sum it up; certain guilds it seems are upset that 24 man raid stacked on top of each other will no longer be all powerful anymore; they haven't developed the skill to actually learn how to spread when being attacked because game mechanics gave them a pass. Now they're upset they may actually have to learn how to properly pvp in a game for once and avoid things like dangerous aoe. I know.. It's stressfully you've never had to learn how to do it.. But I'm sure they'll manage.
No, none of us have been playing small man for at least a year with dozens of videos as proof... we're all just baddie zergers who can't think! You paint people who play in groups like mine as mindless, poor players because it suits your narrative and you get to discard everything we say. Like I said, toxic. But none of it is true, which makes it all the worse.
Your inability to avoid the big red circle under your feet says all it does about the narrative.
I've explained multiple times how pushing objectives essentially forces you to stand on flags, push chokes, gain and hold territory. It's something people who actually play group combat know, and you dismiss it out of hand despite by your own admission never even playing group combat! At all!
Mate, I'll invite ya. Come play with us for a night. We will push a Haxus emp keep or something. I'll find us a hoard of yellows at Roebeck or Ash. You can play and se for yourself how it is, and if you still disagree this strongly I'll make like Frozn and just let it go lol
Nobody is arguing how objectives are pushed. We have all played in groups, we get it.
However, the current meta (since 1.6) has made it easy for blobs to take objectives.
So easy all you need is a 16+ raid with barrier, purges, rapids, 1 spammable AOE, proxi dets, and a head calling out directions. Simple as that. Nothing can stop that. Only an equally large or larger zerg can counter that....
The new meta will change that. Raid nights for those guilds will require more than just what i stated above...
1 breach might not be enough for a raid to blob through a well defended keep and blobs are going nuts about that.
Can't zerg through a breach because its well defended with siege?
Swiss cheese the damn place and then we'll see how long they can last inside.
But people are just so used to:
-taking down ONE wall (inner or outer)
-stacking up and blobbing the top (some groups are so large enough to skip this part)
-stacking on flags for the quick flip
Done in 5 minutes. What a joke.
PainfulFAFA wrote: »PainfulFAFA wrote: »ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
Excellent.
Since purge won't remove the negative effects of siege, will rapid maneuvers work to removes things like snares?
Siege might be a little OP with un-purgeable snare. Need to test it first though.
Also, any new on forward camps?What about the oil catapults? So much discussion has focused on the meatbags and them being unpurgeable, but honestly the oil catas are the dark horse. They will be so incredibly strong with snare and -5k stam per hit that it won't matter if meatbags last for 60 seconds and are unpurgeable, people will quickly realize the best way to wipe players is pepper them with multiple oil catas and just laugh as they can stand there unable to break cc and die. Does it really matter if your incoming healing is reduced when your healers all have zero stam and can't cast any heals to begin with because they're cc'd and rendered useless?ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
If defenders are raining catapults on a single breach, guess what?
The old meta of zerging through won't work. Time to open up a second breach. Plenty of people in a full raid to take down a wall quickly (w/ improved siege damage).
People are running out of stam?
-don't stand on the red circles
-use pots
-throw some shards
-use synergies to get back resources (bone shield, orb, altar, etc)
However, maybe 5k Stamina Drain might be too much but I'd like to test it out on Live first, and then have ZOS fix it the week after if neccessary.
ZOS rarely fixes things the week later, so we'll be stuck with anything that's broken for a while most likely. A single catapult fires pretty quickly, multiple catapults make it near impossible to not get hit at all, but using your pot with a long cooldown is supposed to be sufficient given what I just said, right. We could always use synergies and get back <5% of your 10-15k stamina pool as anything other than a stam build, that'll work, oh wait, you just got feared and don't have enough stamina to cc break and even use your pot - oh well.
And then you could always open up a second breach, except unless you're trying to take the inner, in which case you only have 3 possibilities, all far from eachother. Once you have the inner down, you could always not stand in red circles, but oh, you want to actually get a group inside a confined space and the armchair pvpers are telling you to spread out in a place where you can't actually spread out? What's that you're murmuring about? You want to take the flags? Well you aren't supposed to stand in the red circles silly, so you're just going to have to go take a dead keep instead, clearly.
The only broken changes were oil catas and meatbags. Meatbags at least can be somewhat dealt with pending the revise changes. Oil catas will end up being an utter cluster eff for all parties involved. 5k per hit with no cooldown is insane - I can't believe it was even proposed.
Damn dude are you going to QQ for everything?
Not all fights are going to be wins when you're in a zerg in the next meta....
Welcome to the world of skill where you're not always going to be immune to everything with 1 button... including a fear.
Second paragraph is just silly...
Once again if the inner wall breach is being rained down, dispatch your group to take down the other inner or the front door.
Your full raid is enough people to take out immobile siege operators.
Maneuver your way up the stairs, and around, maybe drop some oils on the flags. Plenty of ways to move a zerg inside the inner. Zerg stacking on a flag won't work anymore against a well defended keep and good riddance. You might have to zerg those siege operators since you're so scared of them.
This is what happens when players get used to the current zerg meta of stacking, purging, spamming 1 button, etc.
I just can't anymore.
The sheer ignorance about how a group works, how sieges work, how freaking basic things like AOE caps, damage and choke points work is simply staggering. I'm done explaining to people who don't actually care and have no interest in learning.
@ZOS_BrianWheeler As a long-time PvPer, who's done pretty much every kind of PvP in this game, I'd request these changes be introduced slowly. See what effects you get. Things like capped barriers and purges alone have HUGE impact on organized groups, much less things like removed AoE caps, dynamic ulti, etc--and that's not even getting into these siege changes that take advantage of and exploit the newly-created weaknesses. Taking all the changes you want to make and just dumping them in at once seems like a poor strategy to me, and currently looks like HUGE overkill without much problem solving added in as a side effect.
Can we maybe throw a pinch of salt in the stew before we just up and dump a whole cup in just because it's not salty enough? Just adding all this in as you've described seems like a disaster to me, and overkilling on changes again is going to be yet another huge hit to a game that simply cannot take many more big hits
It needs to be done. It needs to be done now. Not a little bit, or half way. It needs to be done wholeheartedly to achieve the desired effect of ending the ball up spam purge meta.
PainfulFAFA wrote: »PainfulFAFA wrote: »ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
Excellent.
Since purge won't remove the negative effects of siege, will rapid maneuvers work to removes things like snares?
Siege might be a little OP with un-purgeable snare. Need to test it first though.
Also, any new on forward camps?What about the oil catapults? So much discussion has focused on the meatbags and them being unpurgeable, but honestly the oil catas are the dark horse. They will be so incredibly strong with snare and -5k stam per hit that it won't matter if meatbags last for 60 seconds and are unpurgeable, people will quickly realize the best way to wipe players is pepper them with multiple oil catas and just laugh as they can stand there unable to break cc and die. Does it really matter if your incoming healing is reduced when your healers all have zero stam and can't cast any heals to begin with because they're cc'd and rendered useless?ZOS_BrianWheeler wrote: »Further discussion points about Meatbag going on:
We are currently discussing a -50% value on the healing taken debuff instead of -75% (which it currently is on Live), as well as reducing the duration to 6s from 16s, keeping it in line with the other siege sub-effects. We are still leaning towards keeping it unpurgable but with the values noted here.
There are also many points made here about Purge (the ability) which the combat team is noting as well, and we appreciate the constructive posts about Purge, Barrier, and smart heals along with the Siege chat!
If defenders are raining catapults on a single breach, guess what?
The old meta of zerging through won't work. Time to open up a second breach. Plenty of people in a full raid to take down a wall quickly (w/ improved siege damage).
People are running out of stam?
-don't stand on the red circles
-use pots
-throw some shards
-use synergies to get back resources (bone shield, orb, altar, etc)
However, maybe 5k Stamina Drain might be too much but I'd like to test it out on Live first, and then have ZOS fix it the week after if neccessary.
ZOS rarely fixes things the week later, so we'll be stuck with anything that's broken for a while most likely. A single catapult fires pretty quickly, multiple catapults make it near impossible to not get hit at all, but using your pot with a long cooldown is supposed to be sufficient given what I just said, right. We could always use synergies and get back <5% of your 10-15k stamina pool as anything other than a stam build, that'll work, oh wait, you just got feared and don't have enough stamina to cc break and even use your pot - oh well.
And then you could always open up a second breach, except unless you're trying to take the inner, in which case you only have 3 possibilities, all far from eachother. Once you have the inner down, you could always not stand in red circles, but oh, you want to actually get a group inside a confined space and the armchair pvpers are telling you to spread out in a place where you can't actually spread out? What's that you're murmuring about? You want to take the flags? Well you aren't supposed to stand in the red circles silly, so you're just going to have to go take a dead keep instead, clearly.
The only broken changes were oil catas and meatbags. Meatbags at least can be somewhat dealt with pending the revise changes. Oil catas will end up being an utter cluster eff for all parties involved. 5k per hit with no cooldown is insane - I can't believe it was even proposed.
Damn dude are you going to QQ for everything?
Not all fights are going to be wins when you're in a zerg in the next meta....
Welcome to the world of skill where you're not always going to be immune to everything with 1 button... including a fear.
Second paragraph is just silly...
Once again if the inner wall breach is being rained down, dispatch your group to take down the other inner or the front door.
Your full raid is enough people to take out immobile siege operators.
Maneuver your way up the stairs, and around, maybe drop some oils on the flags. Plenty of ways to move a zerg inside the inner. Zerg stacking on a flag won't work anymore against a well defended keep and good riddance. You might have to zerg those siege operators since you're so scared of them.
This is what happens when players get used to the current zerg meta of stacking, purging, spamming 1 button, etc.
I just can't anymore.
The sheer ignorance about how a group works, how sieges work, how freaking basic things like AOE caps, damage and choke points work is simply staggering. I'm done explaining to people who don't actually care and have no interest in learning.
@ZOS_BrianWheeler As a long-time PvPer, who's done pretty much every kind of PvP in this game, I'd request these changes be introduced slowly. See what effects you get. Things like capped barriers and purges alone have HUGE impact on organized groups, much less things like removed AoE caps, dynamic ulti, etc--and that's not even getting into these siege changes that take advantage of and exploit the newly-created weaknesses. Taking all the changes you want to make and just dumping them in at once seems like a poor strategy to me, and currently looks like HUGE overkill without much problem solving added in as a side effect.
Can we maybe throw a pinch of salt in the stew before we just up and dump a whole cup in just because it's not salty enough? Just adding all this in as you've described seems like a disaster to me, and overkilling on changes again is going to be yet another huge hit to a game that simply cannot take many more big hits
It needs to be done. It needs to be done now. Not a little bit, or half way. It needs to be done wholeheartedly to achieve the desired effect of ending the ball up spam purge meta.
So your now just crying about any grp that uses purge or has a dedicated purger >.>